import java.awt.*; import java.awt.event.*; import java.util.*;

public class Tank {

    public static final int XSPEED = 5;
    public static final int YSPEED = 5;

    public static final int WIDTH = 30;
    public static final int HEIGHT = 30;
    private static Random r = new Random();
    private BloodBar bb = new BloodBar();

    private int life = 100;
//保留TankClient的引用，更方便地使用其中的成员变量
    TankClient tc = null;

    public void setLife(int life) {
        this.life = life;
    }

    public boolean isLive() {
        return live;
    }
    //定义这量坦克是否活着
    private boolean live = true;
    private int x, y;
    private int oldX, oldY;
    private boolean good;
    //是否按下了4个方向键
    private boolean bL = false,
            bU = false, bR = false, bD = false;
    private Direction dir = Direction.STOP;

    public boolean isGood() {
        return good;
    }
//ptDir代表炮筒的方向，默认方向向下
    private Direction ptDir = Direction.D;
    private int step = r.nextInt(12) + 3;;

public Tank(int x, int y, boolean good) {


        this.x = x; this.y = y; this.good = good;
    }

        public Tank(int x, int y, boolean good, Direction dir, TankClient tc) {
        this(x, y, good); this.dir = dir; this.oldX = x; this.oldY = y; this.tc = tc;
    }
    public int getLife() {
        return life;


    }
    public void setLive(boolean live) {
        this.live = live;
    }

    public void draw(Graphics g) {
        if(!live) {
            if(!good) { tc.tanks.remove(this);
            }
            return;
        }
        Color c = g.getColor();

//以不同的颜色来显示不同的坦克
        if(good) {
            g.setColor(Color.RED);
        }
        else {
            g.setColor(Color.BLUE);
        }
        g.fillOval(x, y, WIDTH, HEIGHT); g.setColor(c);

        if(good) {
            bb.draw(g);
        }


        move();

//判断出炮筒的方向，并模拟方向来画出炮筒
        switch(ptDir) {
            case L:
                g.drawLine(x + Tank.WIDTH /2 , y + Tank.HEIGHT /


                        2, x, y + Tank.HEIGHT / 2);
                break; case LU:
                g.drawLine(x + Tank.WIDTH /2 , y + Tank.HEIGHT /
                        2, x, y);
                break;
            case U:
                g.drawLine(x + Tank.WIDTH /2 , y + Tank.HEIGHT / 2, x + Tank.WIDTH /2, y);
                break; case RU:
                g.drawLine(x + Tank.WIDTH /2 , y + Tank.HEIGHT / 2, x + Tank.WIDTH, y);
                break; case R:
                g.drawLine(x + Tank.WIDTH /2 , y + Tank.HEIGHT / 2, x + Tank.WIDTH, y + Tank.HEIGHT / 2);
                break; case RD:
                g.drawLine(x + Tank.WIDTH /2 , y + Tank.HEIGHT / 2, x + Tank.WIDTH, y + Tank.HEIGHT);
                break; case D:
                g.drawLine(x + Tank.WIDTH /2 , y + Tank.HEIGHT / 2, x + Tank.WIDTH /2, y + Tank.HEIGHT);
                break; case LD:
                g.drawLine(x + Tank.WIDTH /2 , y + Tank.HEIGHT / 2, x, y + Tank.HEIGHT);
                break; case STOP:
                break;
        }
    }

    void move() {

        this.oldX = x;
        this.oldY = y;

        switch(dir) {
            case L:
                x -= XSPEED;
                break;


            case LU:
                x-= XSPEED; y -= YSPEED;
                break; case U:
                y-= YSPEED;
                break; case RU:
                x += XSPEED; y -= YSPEED;
                break; case R:
                x += XSPEED;
                break; case RD:
                x += XSPEED; y += YSPEED;
                break; case D:
                y += YSPEED;
                break; case LD:
                x -= XSPEED; y += YSPEED;
                break; case STOP:
                break;
        }

//将坦克的方向传给炮筒，使炮筒与坦克方向一致
        if(this.dir != Direction.STOP) {
            this.ptDir = this.dir;
        }

        if(x < 0) x = 0;
        if(y < 25) y = 25;
        if(x + Tank.WIDTH > TankClient.GAME_WIDTH) x = TankClient.GAME_WIDTH - Tank.WIDTH;
        if(y + Tank.HEIGHT > TankClient.GAME_HEIGHT) y = TankClient.GAME_HEIGHT - Tank.HEIGHT;

        if(!good) {
       Direction.values();
// 将这个枚举类型转为数组
      Direction[] dirs = Direction.values();


            if(step == 0) {
                step = r.nextInt(12) + 3;
                int rn = r.nextInt(dirs.length); dir = dirs[rn];
            }
            step--;

            if(r.nextInt(40) > 38) this.fire();
        }
    }

    private void stay() { x = oldX;
        y = oldY;
    }

    public void KyePressed(KeyEvent e) { int key = e.getKeyCode(); switch(key) {
        case KeyEvent.VK_LEFT: bL = true;
            break;
        case KeyEvent.VK_F2:
            if(!this.live) { this.live = true; this.life = 100;
            }
            break;
        case KeyEvent.VK_UP: bU = true; break;
        case KeyEvent.VK_RIGHT: bR = true;
            break;
        case KeyEvent.VK_DOWN: bD = true;
            break;
    }
        locateDirection();
    }

    public void kyeReleased(KeyEvent e) { int key = e.getKeyCode(); switch(key) {


//按下Ctrl时作出动作
//只有当键被抬起来时，这枚炮弹才被发出去
//避免了一直按下Ctrl而使得子弹过多的问题
        case KeyEvent.VK_CONTROL: fire();
            break;
        case KeyEvent.VK_LEFT: bL = false;
            break;
        case KeyEvent.VK_UP: bU = false; break;
        case KeyEvent.VK_RIGHT: bR = false;
            break;
        case KeyEvent.VK_DOWN: bD = false;
            break;
        case KeyEvent.VK_A: superFire(); break;
    }
        locateDirection();
    }

    //由按键来定位方向
    void locateDirection() {
        if(bL && !bU && !bR && !bD) dir = Direction.L;
        else if(bL && bU && !bR && !bD) dir = Direction.LU; else if(!bL && bU && !bR && !bD) dir = Direction.U; else if(!bL && bU && bR && !bD) dir = Direction.RU; else if(!bL && !bU && bR && !bD) dir = Direction.R; else if(!bL && !bU && bR && bD) dir = Direction.RD; else if(!bL && !bU && !bR && bD) dir = Direction.D; else if(bL && !bU && !bR && bD) dir = Direction.LD; else if(!bL && !bU && !bR && !bD) dir =
                Direction.STOP;
    }

    public Missile fire() {
        if(!live) return null;
//保证子弹从Tank的中间出现
        int x = this.x + Tank.WIDTH / 2 - Missile.WIDTH / 2;


        int y = this.y + Tank.HEIGHT /2 - Missile.WIDTH / 2;
//将Tank现在的位置和方向传递给子弹
//并且现在子弹的初始化不再是由坦克决定，而是由炮筒决定
   Missile m = new Missile(x, y, good, ptDir, this.tc); tc.missiles.add(m);
        return m;
    }

    public Missile fire(Direction dir) {
        if(!live) return null;
//保证子弹从Tank的中间出现
        int x = this.x + Tank.WIDTH / 2 - Missile.WIDTH / 2;
        int y = this.y + Tank.HEIGHT /2 - Missile.WIDTH / 2;
//将Tank现在的位置和方向传递给子弹
//并且现在子弹的初始化不再是由坦克决定，而是由炮筒决定
      Missile m = new Missile(x, y, good, dir, this.tc); tc.missiles.add(m);
        return m;
    }

    private void superFire() {
        Direction[] dirs = Direction.values();
        for(int i = 0; i < 8; i++) { fire(dirs[i]);
        }
    }

    /**
     28.撞墙
     29.@param w 被撞的墙
     30.@return 撞上了返回true，没撞上返回false
     */
    public boolean collidesWithWall(Wall w) {
        if(this.live &&
                this.getRect().intersects(w.getRect())) {
            this.stay(); return true;
        }
        return false;
    }

    public Rectangle getRect() {
        return new Rectangle(x, y, WIDTH, HEIGHT);
    }

    public boolean collidesWithTanks(java.util.List<Tank> tanks) {
        for(int i = 0; i < tanks.size(); i++) { Tank t = tanks.get(i);
            if(this != t) {
                if(this.live && t.isLive() &&
                        this.getRect().intersects(t.getRect())) { t.stay();
                    this.stay(); return true;
                }
            }
        }
        return false;
    }

    public boolean eat(Blood b) {
        if(this.live && b.isLive() &&
                this.getRect().intersects(b.getRect())) { this.life = 100; b.setLive(false);
            return true;
        }
        return false;
    }

//成员变量：方向
    enum Direction {L, LU, U, RU, R, RD, D, LD, STOP}

    private class BloodBar {
        public void draw(Graphics g) { Color c = g.getColor(); g.setColor(Color.RED);
            g.drawRect(x, y - 10, WIDTH, 10); int w = WIDTH * life / 100; g.fillRect(x, y - 10, w, 10); g.setColor(c);
        }
    }

}